Merge branch 'china/dev_bt' into china/dev_bt_develop
commit
d902496f69
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@ -22,6 +22,7 @@ local BuffRegister = {
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[BuffName.BreakArmor] = "BreakArmor",
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[BuffName.BreakArmor] = "BreakArmor",
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[BuffName.AddAttack] = "AddAttack",
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[BuffName.AddAttack] = "AddAttack",
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[BuffName.Suppress] = "Suppress",
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[BuffName.Suppress] = "Suppress",
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[BuffName.BuDongSign] = "BuDongSign",
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}
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}
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@ -11735,7 +11735,7 @@ local passivityList = {
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if arr==nil or len==0 then
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if arr==nil or len==0 then
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return
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return
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end
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end
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if num<len then
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if num>len then
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num=len
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num=len
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end
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end
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BattleUtil.SortByHpFactor(arr, 1)
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BattleUtil.SortByHpFactor(arr, 1)
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@ -0,0 +1,75 @@
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--不动明王印记
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BuDongSign = Buff:New() --压制
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--初始化Buff,通过传入一些自定义参数控制成长相关的数值
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function BuDongSign:SetData(...)
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-- self.atkType, --1 物理 2.魔法
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-- self.ct,
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-- self.value1=...
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self.f1=...
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self.maxPro=0
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-- 刷新排序等级
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self.curDamage=0
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self.sort = 4
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end
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--初始化后调用一次
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function BuDongSign:OnStart()
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self.curDamage = 0
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--本回合最多能扣到多少比例的血条
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self.maxPro=(self.target:GetRoleData(RoleDataName.Hp)/self.target:GetRoleData(RoleDataName.MaxHp))-self.f1
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if self.maxPro<0 then
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self.maxPro=0
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end
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local function onFinalBeDamage(damagingFunc, atkRole, damage, skill, dotType, bCrit, damageType,isDirect)
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-- 非直接伤害不免除
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if not skill and not isDirect then
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return
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end
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--判断伤害是否能超出能扣除的最大伤害
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local maxDamage =math.floor(self.target:GetRoleData(RoleDataName.Hp)-(self.target:GetRoleData(RoleDataName.MaxHp) * self.maxPro))
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self.curDamage=damage
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if self.curDamage > maxDamage then
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-- 计算免除的伤害值
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local md = self.curDamage - maxDamage
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if md > damage then
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md = damage
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end
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if damagingFunc then damagingFunc(md) end
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end
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end
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self.target.Event:AddEvent(BattleEventName.CheckLiZhanZhiQu, onFinalBeDamage,nil,nil,self.target)
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local function onRoundChange()
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self.curDamage = 0
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--本回合最多能扣到多少比例的血条
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self.maxPro=(self.target:GetRoleData(RoleDataName.Hp)/self.target:GetRoleData(RoleDataName.MaxHp))-self.f1
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if self.maxPro<0 then
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self.maxPro=0
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end
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--LogError("本回合最多能扣到的比例=="..maxPro)
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, onRoundChange,nil,nil,self.target)
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end
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--间隔N帧触发,返回true时表示继续触发,返回false立刻触发OnEnd
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function BuDongSign:OnTrigger()
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return true
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end
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--效果结束时调用一次
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function BuDongSign:OnEnd()
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end
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--只有当cover字段为true时触发,返回true则被新效果覆盖
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function BuDongSign:OnCover(newBuff)
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return true
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end
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return BuDongSign
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 8756085ac5b303d4b8efeb775f208bf9
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -287,6 +287,7 @@ BuffName = {
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BreakArmor = 17,
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BreakArmor = 17,
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AddAttack = 18,
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AddAttack = 18,
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Suppress = 19,
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Suppress = 19,
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BuDongSign = 20,
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}
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}
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DotType = {
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DotType = {
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@ -434,7 +434,8 @@ function RoleLogic:IsAvailable(skill)
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return false
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return false
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end
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end
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--角色没有真正死亡 在 被眩晕/沉默的 情况下 任然能释放死亡技能
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--角色没有真正死亡 在 被眩晕/沉默的 情况下 任然能释放死亡技能
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if (self.ctrl_dizzy or self.ctrl_slient) and self:IsDead() and skill and skill.type==BattleSkillType.DeadSkill then
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--(self.ctrl_dizzy or self.ctrl_slient) and
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if self:IsDead() and skill and skill.type==BattleSkillType.DeadSkill then
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return true
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return true
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end
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end
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-- 眩晕 -- 死亡
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-- 眩晕 -- 死亡
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@ -17,6 +17,7 @@ local BuffTypeToConfigType = {
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[BuffName.BreakArmor] = 14,
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[BuffName.BreakArmor] = 14,
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[BuffName.AddAttack] = 15,
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[BuffName.AddAttack] = 15,
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[BuffName.Suppress] = 16,
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[BuffName.Suppress] = 16,
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[BuffName.BuDongSign] = 17,
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}
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}
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local function _GetPropChangeBuffCType(pName)
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local function _GetPropChangeBuffCType(pName)
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for cType, pn in ipairs(BattlePropList) do
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for cType, pn in ipairs(BattlePropList) do
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@ -58,6 +59,8 @@ local function _GetBuffEffectConfig(buff)
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elseif bType==BuffName.BanBlood then
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elseif bType==BuffName.BanBlood then
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cType = 1
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cType = 1
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elseif bType==BuffName.SigilSign then
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elseif bType==BuffName.SigilSign then
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cType = 1
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elseif bType==BuffName.BuDongSign then
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cType = 1
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cType = 1
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elseif bType==BuffName.CommonSign then
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elseif bType==BuffName.CommonSign then
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cType = 1
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cType = 1
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